I have long believed that interactive learning is the best method.
Everything I have read in this topic has confirmed that. The theories of
motivation such as the ARC model (Keller, 2008, p.82) made me think. I had not
considered attention, relevance or confidence as motivators before, but it does
make sense. The motivation of gaming was an eye-opener. I was aware of people
being addicted to games, but had not considered why or how this could be
transferred to online learning. I was also very interested in the comparison of
someone multitasking while participating in an online lesson with someone else
being totally absorbed in a virtual world (O’Driscoll and Kapp, 2010).
2.
Were there any ideas presented which
altered your vision of what instructional design might look like in the future?
I was very impressed by McGonigal’s (2010) talk at the TED conference
and an interview (Zetter, 2010) I read. Gaming seems like the answer to all the
world’s problems! With the expansion of the Internet and more capabilities in
the digital world, I am sure that many of the features used in online games
will be integrated into online learning.
Instructional design will make more use of virtual worlds and
simulations. TAFE NSW Western Institute (2010) uses the virtual world to teach
hospitality. This is an example of what can be achieved in a virtual world.
There would appear to be endless opportunities to use virtual worlds to
recreate situations to teach and practise practical skills where training in
the workplace may be problematic. Computer modelling could be used to simulate
car engines or human body parts for people to practice on.
3.
Try to describe what vision you feel
your organisation might have for training and development activities in the
year 2020. Try to be optimistic but at the same time realistic.
I believe the management at TAFE would like to have minimal numbers
of human teachers, so most training will be offered online. Even courses with a
high proportion of practical elements will be presented online. Simulations and
virtual worlds will make this possible. There will also be more collaboration
online and greater use of tools which can share desktops and pages. Use of social
media is already increasing in many course areas. Flexible delivery is the way
of the future. This is more than just having coursework available online. It is
also about meeting the students’ needs for where, when and how they study. This
means more training may take place in the workplace and a lot of recognition of
prior learning will be applied, as well as training on-demand. There will
certainly be less traditional classrooms, and the teachers within will most
likely not be doing the “chalk and talk”. Students will be involved in creating
their own learning.
References
Keller, J. 2008 An integrative theory of motivation,
volition and performance. Technology, Instruction, Cognition and Learning. Vol 6. 79-104.
McGonigal, J. 2010 Gaming
can make a better world. TED talk.
O'Driscoll, T & Kapp, K. (2010)
Escaping Flatland. Learning in 3D. Wiley, San Francisco.
TAFE NSW Western Institute (2010)The virtual tourism project. (online accessed 26 July 2013).
Zetter, K. (2010) TED
2010: Reality Is Broken. Game Designers Must Fix It. Wired (online
retrieved 21 July 2013)